Developer Update: Heart of the Swarm Multiplayer

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We are currently working nonstop on StarCraft II: Heart of the Swarm (and Blizzard DOTA) and hope to be able to get Heart of the Swarm out to the public to see sometime in the near future. While we believe we have some great things lined up for the single-player campaign, I wanted to take some time to give you an update on the recent changes and what cool things we have in store for multiplayer.
Terrans
Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them.
If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic.
Protoss
Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.
The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.
We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.
Zerg
Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.
We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.
We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.
We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it.
Also, this is awesome:
—Dustin Browder, Game Director, StarCraft II

also the terran army can reinforce quicker, and the rines are very cost efficient marauders too, and medivacs, while protoss stand there and have to get tier 3 to win against that, that matchup is pretty balanced ;)
See? Protoss players doesn't even regonize anymore what G means. Now after the EMP nerf patch...
You remove 2 units and add 2 new units. Such a nice trade for us.
YEA! That's f*cking great.
[irony] I bet those units will solve protoss problems.[/irony]
Just wondering.. when will a protoss have any chance in winning any major tourmanent? I'm tired of seeing terrans or zergs getting all the fame.
Let's assume you are right about the oracle even though i have my doubts.
How will a tier3 uber expensive unit compensate for our early problems, our map control, unable to harass, high unit cost and all other problems?
Not to mention that we lose the mothership and the forever useless carriers.
Just look at the other races changes. Both races get what they really lack atm and above all, those units add even more versatility at a fairly cheap price.
Protoss is already the most inflexible race. What do we get? Maybe 1 unit.. seems right!
you troll.....
we can still use the oracle against terran too, no problem, they will get vikings, well run with the oracle when you see the vikings, the oracle got 3.25 in speed, same as mutas...
and the phoenix could protect againt mutas, since you get oracle from stargate too...
the swarm host, it won't do anything against protoss, what you do is use observer and blink, problem solved...
as protoss blink should also be high priority, but in hots, blink would be even higher priority, since you need to deal with the vipers aswell as mutas, and you, the biggest problem would be if they used festors and vipers too, and fungal at same time as blinding cloud, but it would be WAY TO GAS HEAVY since both festor and viper alot of gas...
but you may have extremely right about the lategame in hots, not now cause zealot archon mothership takes brood lords infestor...
but since the mothership is taken away, I am really concerned about what to do against brood lords in hots, the void rays are too weak even to take out the corruptors, the stalkers got to low dmg, the colossus won't help, the archons got too low range, sentries forcefields won't work, cannons won't work, and zerg would probably win baserace...
I'm speaking about winning an event, not just going to semi/final and lose and there aren't enough wins.
In 2011 from 40 'premium events' 20 were won by terran players, 11 by zerg players and 9 by protoss players.
Check teamliquid for more stats.
Current state of beta: protoss race gets 2 new units but at the same time they remove 2 of our units. How is that an overall gain for us?
The main point is that the other races don't lose anything while getting new units.
That just doesn't feel right imo.
and "it doesn't feel right" its all about balance!
Seriously, it sounds like a disaster to me.I wont buy it and im sure there still will be plenty of ppl playing wings of liberty online. Mainly because they share the same thought about this. They are making terran totally useless
http://www.youtube.com/watch?v=Q3cZQ7TUAw0
More seriously Mr Blizzard you need to give terran TvP and TvZ late game options - -' BL into ultra techswitch is lethal, and in mid league terran are humiliated by P deathball. Give terran late game units so they can take deathball in a "stand your ground way". Battle hellion vs mass chargelots was a really good idea. . Keep diggin' on that !
And seriously... Ok, protoss needed harass options. But an air siege unit? Seriously? And nexus mass recall? Protoss have the most powerfull late game, terran the weakest, try giving terran late game possibilities, and protoss mid game options.
Terrans need :
- late game anti chargelots : battle hellion
- a TvP late game T3 :?
- anti mutas harass : warhound, air spider mine
- and something to dynamise TvT : warhound, long range missile
But air spider mine => turrets and marines double use
Long range missile => I dunno... double use with nuke?
Terran also has Battle Cruisers with a Kill one unit free instantly spell that works on anything with <300 health, pretty good no? (I think it's 300, like a nuke, right? uncertain.)
TvT is already the most diverse mirror matchup, now you're just being greedy... Air, Bio AND Mech are viable... You can even mix and match and it's still good.
Terran also have the anti-mutalisk unit: Marine! Thors are going because they're not as good as marines vs mutalisks... they got out-done in their niche by the general all-round unit.